Recent years have seen a shift in the management of neuromuscular disorders from managing symptoms to adopting proactive approaches aimed at enhancing capacity and preventing deterioration. Countless rehabilitative strategies exist for preventing disease progression through physical and occupational therapy. Historically, these therapies concentrate on bolstering strength, endurance, and functional task performance. While therapy is tailored to individuals' goals and capabilities, it is often constrained by the limitations of the physical world. Virtual reality is increasingly recognized as indispensable in rehabilitation of progressive neuromuscular disorders due to its capacity to promote independence and improve training outcomes. It is a technology that immerses users in a computer-generated environment, typically experienced through a headset or a similar device. This simulated environment can be designed to replicate real-world settings. Users can interact with and often manipulate objects or perform actions within this digital environment. Virtual reality technology aims to provide users with a sense of presence, making them feel as though they are truly inside the virtual world. It has applications across various fields, including entertainment, education, healthcare, training, and therapy. In healthcare settings, it is often employed as a means of distraction during unpleasant procedures to alleviate anxiety and pain.Virtual reality-based rehabilitation has been studied in various neurological and neuromuscular disorders including stroke, cerebral palsy, spinal cord injury, amyotrophic lateral sclerosis, and Duchenne and Becker muscular dystrophies (DBMD). [1][2][3][4][5][6][7][8][9][10][11][12][13][14][15][16] In their article in Muscle and Nerve, Kurt-Aydin et al. 10 explored the feasibility and effectiveness of utilizing virtual reality for rehabilitation in children with DBMD. The study included 25 children with DBMD who participated in the 12-week intervention. Eight children in the control group participated in a conventional rehabilitation program of 45 min per day, 2 days a week. Nine children in the virtual reality group participated in a rehabilitation program of 30 min a day 3 days per week. Goal-oriented games including rhythmic extremity movements, walking, running, and reaching activities were used with a commercially available virtual reality game console. Eight children participated in the electromyography biofeedback program. The study demonstrated that the virtual reality rehabilitation program resulted in enhancements in both upper and lower extremity muscle strength, timed function test scores, functional level, and balance ability compared with baseline. Notably, these improvements were achieved without any adverse effects. The conventional rehabilitation program